As far as i know, no one has the full, up-to-date Half-Life 1 1.1.2.1 or even the 1.1.0.8 SDK all-in-all @ SDA. Does the downloadable Half-Life SDK 2.3 has a function that processed each frame? Please let me know it, because I couldn't find (not mentioning that I couldn't compile it dunno why). And is it the same like 1.1.0.8? However it would be a pain in the ass to make a speedrun while alt-tabbing like a maniac cause of break.
It would be a dream if the source code would be free and I could just simply put in a readkey : ( 2009/9/22 Heimo Stieg <[email protected]> > Just hit "break" in the debugger? > > Olivér Horváth schrieb: > > No, I tried it numerous times. The command pause doesn't stops anything, > > only the entities has no chance to change they speed. You can write > > messages, look at entities special effects (which is animated, and you > will > > see it animated while in pause mode), and the biggest thing that we would > > like to allow: the client communicates with the server. > > > > I think I wasn't clear or something, so once again: > > I would like to achieve that there is ABSOLUTELY NO packet send/recieve > > between the server and client while there's a real "breakdown" mode. I > think > > that this can't be made with pure commands. I hope that someone, maybe on > of > > the Half-Life 1 maker should read my question, because I don't think that > > anyone else should know, that there's a possibility of stopping the > network > > data for a period of time and also stop frame processing and advance one > > frame whenever I want it. > > > > By the way, I'm glad that I found a place where I can get answer for this > > question, and that you answer it. > > > > 2009/9/22 Rodrigo 'r2d2rigo' Diaz <[email protected]> > > > > > >> Huh? In single-player game, pause command stops *everything*, except > VGUI > >> interaction. > >> > >> 2009/9/22 Olivér Horváth <[email protected]> > >> > >> > >>> I think that I tried every console command, but none of them makes the > >>> gameplay TOTALLY freeze. This is very essential. The command pause only > >>> blocks the players from move, that's all, and everything else still > >>> > >> works. > >> > >>> I > >>> doubt that there would be any command that should TOTALLY blocks > >>> client/server communication for a period of time (of course maybe lag > >>> should > >>> work...). > >>> > >>> 2009/9/22 Joshua Scarsbrook <[email protected]> > >>> > >>> > >>>> Well the easyest way i see to do this is with a little script > involving > >>>> pause and some sort of scripting wait command if that is possable. > >>>> something with making a command, i have never played hl1 but i am > >>>> relativly good at hl2 scripting and programming convensions > >>>> > >>>> Saul Rennison wrote: > >>>> > >>>>> Isn't there a command called *singlestep*? If so, then do: > >>>>> > >>>>> bind *<key>* "next 1" > >>>>> singlestep > >>>>> > >>>>> Then press *<key>* to advance a frame :) > >>>>> > >>>>> Thanks, > >>>>> - Saul. > >>>>> > >>>>> > >>>>> 2009/9/21 Olivér Horváth <[email protected]> > >>>>> > >>>>> > >>>>> > >>>>>> Wow thanks for the fast response. > >>>>>> Well, I already tried every cvar, but none of them makes the > >>>>>> > >> gameplay > >> > >>>>>> frame-by-frame. using the host_framerate or pause; wait; pause > >>>>>> > >> method > >> > >>>> won't > >>>> > >>>>>> interrupt the server-client communcation. So this is basicly only a > >>>>>> "visual" > >>>>>> frame advancing, and we would need real frame advancing. However I > >>>>>> > >>> don't > >>> > >>>>>> have the real, full, compilable HL source code, and the downloadable > >>>>>> > >>>> free > >>>> > >>>>>> hl > >>>>>> sdk doesn't has the server_frame function or anything that processed > >>>>>> > >>> in > >>> > >>>>>> every frame. > >>>>>> > >>>>>> The best thing should be to have the same DemoPlayer's gui @ HL > >>>>>> singleplayer. > >>>>>> > >>>>>> 2009/9/21 Rodrigo 'r2d2rigo' Diaz <[email protected]> > >>>>>> > >>>>>> > >>>>>> > >>>>>>> Try using the convars "host_framerate" and "pause". > >>>>>>> > >>>>>>> 2009/9/21 Olivér Horváth <[email protected]> > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>>> Hello everybody, my nickname is MESHUGGAH, a speedrun fan. > >>>>>>>> We have a (currently in hold) Half-life 1 TAS [tool assisted] > >>>>>>>> > >>> speedrun > >>> > >>>>>>>> project @ SDA (speeddemosarchive.com) and we have some questions > >>>>>>>> > >>>> about > >>>> > >>>>>>> the > >>>>>>> > >>>>>>> > >>>>>>>> HL engine. > >>>>>>>> We would like to achieve a frame-by-frame (frame advancing when > >>>>>>>> > >> you > >> > >>>>>> press > >>>>>> > >>>>>> > >>>>>>> a > >>>>>>> > >>>>>>> > >>>>>>>> specific key) gameplay to abuse every bug and glitch in HL. > >>>>>>>> > >> However > >> > >>>> the > >>>> > >>>>>>>> full > >>>>>>>> HL SDK (as far as I know) doesn't gives me possibility to have a > >>>>>>>> > >>>> custom > >>>> > >>>>>>>> function that would interrupt everything and making a TOTAL > >>>>>>>> > >>>>>>>> > >>>>>> engine-pause > >>>>>> > >>>>>> > >>>>>>>> whenever there's a frame advance. So my question would be this: > >>>>>>>> > >>>>>>>> Is there any possible way to play the game frame-by-frame? > >>>>>>>> (with absolutely no server-client communication or anything else > >>>>>>>> > >>>> during > >>>> > >>>>>>>> frame-pause). > >>>>>>>> > >>>>>>>> If you don't understand what I'm talking about (tool assisted, > >>>>>>>> > >>>>>>>> > >>>>>> speedrun, > >>>>>> > >>>>>> > >>>>>>>> why > >>>>>>>> abuse glitches, why we need frame advance), feel free to ask it. > >>>>>>>> btw I wanted to read the archives, but the txt files comes with > >>>>>>>> very-very-very slow bitrate. > >>>>>>>> > >>>>>>>> Thanks for responses in advance. > >>>>>>>> _______________________________________________ > >>>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>>> > >>> archives, > >>> > >>>>>>>> please visit: > >>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>> _______________________________________________ > >>>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>>> > >>> archives, > >>> > >>>>>>> please visit: > >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>> _______________________________________________ > >>>>>> To unsubscribe, edit your list preferences, or view the list > >>>>>> > >> archives, > >> > >>>>>> please visit: > >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>>>> > >>>>>> > >>>>>> > >>>>>> > >>>>> _______________________________________________ > >>>>> To unsubscribe, edit your list preferences, or view the list > >>>>> > >> archives, > >> > >>>> please visit: > >>>> > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>>> > >>>>> > >>>>> > >>>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

